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Night has fallen. Rain is falling in the cemetery, smearing the fresh dirt plots into a soupy morass.

A plaintive moan cuts through the thrumming rainfall-the guttural growl of dead returning to life. The
evil Umbrella corporation has poisoned the ground, tainted the sky, culled life from death with its
bio-nightmare, the T-Virus.

Trapped on a remote complex, tortured veteran Claire Redfield struggles to remain alive, to get off the
island, to finally rid herself of the sinister Umbrella that has hung over her life.

Resident Evil: Code Veronica has come to life on the PlayStation2, with a cast of new beasties,
unnerving puzzles and high danger. Help Claire escape the island fortress shes imprisoned in.
Rescue the fallen Claire with her brother Chris. Conquer two highly-detailed locations, attempting to
eliminate the Umbrella threat once and for all.

Code Veronica is a sprawling, beautifully-crafted nightmare vision that admirably carries the Resident
Evil torch. Use this guide to squeeze every last ounce of life out of the game. Weve included a full
walkthrough, detailed weapon and enemy descriptions, boss battle strategies and secrets. This guide
is based on the Normal game mode. Use it well, Claire. Take down Umbrella.

This guide was written by Chris Carle -- before he was run over by a truck driven by an undead
madman. He put a lot of work into it. Please dont steal it. IGN cannot guarantee that Chris wont
return from his grave and hunt you down.

If you downloaded this guide from any other site than IGNinsider, be sure to e-mail IGNguides at:
editors@ignguides.com. Questions and feedback welcome.
If youve played other Resident Evil games, you will
be perfectly at home with the controls-from maneu-
vering the characters to manipulating the Inventory
screen. If not, they may take some getting used to.

If youre a novice, the signature control for moving


your character is tricky. In order to walk forward (no
matter which way the camera is facing), press up on
the directional pad or analog stick. Walk backwards
by pressing down. Turn by pressing left or right.

If youve played other Resident Evil games, you will be perfectly at home with the controls-from
maneuvering the characters to manipulating the Inventory screen. If not, they may take some getting
used to. If youre a novice, the signature control for moving your character is tricky. In order to walk
forward (no matter which way the camera is facing), press up on the directional pad or analog stick.
Walk backwards by pressing down. Turn by pressing left or right.

It is often wiser to skirt past foes rather than fight. Run by pressing up and holding the CIRCLE Button.
Another useful feature is the quick turn. This comes in handy in evasive endeavors. Its also helpful
when enemies are closing on both sides. To execute the move, press down and tap CIRCLE.

Pushing R1 brings the equipped weapon to the ready position. Pushing X while holding either button
will fire that weapon. Once pressing R1, you can aim higher or lower using the directional pad or
analog stick. Pushing L1 locks on the target youve selected. Use this against foes who move around
a lot. If you are using paired weapons, press L1 to change from shooting at two targets to focusing
on merely one.

Some objects can be modified or climbed on to. To push a movable object, simply stand behind it and
press up. To get on an object, face the object and press X. To get off of an object, go to the edge and
press X. To climb or descend stairs, press X as well.

The R3 button accesses the current Inventory list: the items you carry on your person, ready for use.
On this screen, characters can Combine compatible items, learn more about an object by selecting
Examine, or Equip a weapon. In addition, you can Use a selected item if the situation calls for it.

Pressing the TRIANGLE button will bring up the current area map.
Managing items is a huge key to successfully navigating the game. At the outset, Claire and Chris
have eight spaces in their Inventory Lists. Each can gain extra storage spaces as they progress. The
things on this list are the only items they have access to away from the Item Box. To preserve space
on the list, combine Herbs, but be careful: once items are combined, they cannot be separated.

Scattered throughout the environments are several Item Boxes, which are located inside Safe Rooms.
Having the correct items with you at the appropriate times will save you hours of backtracking
gameplay, so think ahead.

Ink Ribbons
Ink ribbons are used to save your characters progress in the game at various typewriters throughout
the various areas of Code Veronica. With few exceptions, typewriters are located in Safe Rooms, so
it is usually wise to stow Ink Ribbons in Item Boxes, since they will almost always be used there.
Ribbons are located in various places, but can often be found next to typewriters.

Healing Items

Green Herb - heals about 1/4 of a characters health.


Blue Herb - cures poisoning.

Green Herb + Red Herb - heals all of a characters health.

Green Herb + Green Herb - heals about 1/2 of a characters health.

Green Herb + Green Herb + Green Herb - heals all of a characters health.

Green Herb + Blue Herb - heals 1/4 of a characters health, cures poisoning.

Green Herb + Green Herb + Blue Herb - heals 1/2 of a characters health, cures poisoning.

Green Herb + Blue Herb + Red Herb - heals all of a characters health, cures poisoning.

In addition to Herbs, a character can collect First Aid Sprays, which heal all of his/her health.
Effectively using the weapons in Code Veronica is the key to navigating your way out of the bio-
hazardous cesspool youve been dumped into. Use them as tools, carving your way through this
nightmare world of living dead-but use them wisely.

Conserving ammunition and using the correct weapon on each enemy is paramount to surviving
the trials of your harsh environment. Conserve heavy firepower for the big battles, but dont mess
around with tricky foes (for instance, it is better to go after a Hunter with the Grenade launcher
than the Bow Gun).

Know your weapons limits and count your shots. If a weapon is nearly empty, instead of waiting for
the on-screen animation to play, go into the Inventory screen and reload while paused. Do this by
selecting the ammo, selecting Combine from the Inventory menu, then selecting the weapon youd like
to combine with. This will save valuable health and allow you to get further, faster.

Knife
The combat knife is your basic chunk of sharpened steel. No frills. Unless you are a master with this
weapon, you will take more damage trying to use it than by simply leaving it in the Item Box.

M93R Handgun
Ammo: Handgun Bullets
The M93R Handgun is the first pistol Claire encounters in the game. A trusty tool, but very weak, the
M93R should not be used against any serious enemies-its firepower cant handle big jobs.

Upgrade with: M93R Parts


When you have added the M93R parts to your weapon, the pistol becomes semi-automatic, firing
three quick rounds with a single press of the button. Once upgraded, the M93R becomes a force
to be reckoned with.

Glock 17 Handgun
Ammo: Handgun Bullets
Chris Redfield begins his portion of the mission with this basic handgun. Like Claires M93R, it is a
good utility weapon, but should not be used in any serious conflict.

Upgrade: There is an opportunity to upgrade this weapon when Chris reaches the military training
facility in Antarctica. You will never see the added parts-all of the action occurs off screen. When the
weapon is enhanced, it will be a bit faster and more powerful.
Bow Gun
Ammo: Bow Gun Arrows
The Bow Gun rapidly fires small, precise arrows at its target. This crossbow-style weapon is ultra-weak
(taking ten to twelve arrows to drop a single zombie), but it allows you to save your more powerful
weapons for stronger foes. Its main advantage is its rate of fire, which matches how quickly you
can pound the buttons.

Explosive Arrows
By combining Bow Gun Powder with ordinary Bow Gun Arrows, this weapon becomes a serious threat
to undead everywhere. Fire an explosive arrow to strike with concussive force, taking some of the
bigger creatures down with a couple shots.

Sniper Rifle
The Sniper Rifle allows you to target a foe at long range. Its high-powered ammunition is a great
ally in taking down the Nosferatu boss early in Disc 2. Use L to zoom in, and target your foe with
the analog stick.

Shotgun
Ammo: Shotgun Shells
The shotgun is a powerful and useful weapon. Shooting a deadly spray of shot, this bad boy is great
for close combat. Aim up against a zombie to remove its head with one shot.

Magnum
Ammo: Magnum Bullets
Dirty Harry packed one of these for a reason: it will make a mess of anything standing in your way.
Save the Magnum for serious threats only. The Magnum holds six bullets at a time. Make sure they
all hit their target.

Grenade Launcher
The Grenade Launcher blasts various flavors of grenade, and its attacks should be tailored to the
specific enemy you encounter. The Launcher is slow and laborious, but very powerful. Make sure you
have a bit of room and ample time, or you can be caught reloading.

Turn the page to see the different types of Grenade Launcher ammunition...
Grenade Launcher Ammo

Grenade Rounds
Get nice and close and blast a foe with these explosive rounds. The closer you are, the more damage
you do. Great for putting down Hunters.

Acid Rounds
Pop your foes with a close blast to eat through skin, bone, fur, whatever.

Flame Rounds
Release a flame round to burn your target to a crisp.

B.O.W. Gas
Shooting this round will open a canister of Anti-B.O.W. Gas on the room. This is often enough to wilt a
biological freak so you can scoot to safety.

M-100P Pistols
This pair of semi-auto pistols allows you target two enemies at the same time. These suckers have
a lot of pop-save them for powerful foes.

Sub Machine Guns


A pair of uzis! Like the M-100P Pistols, these weapons can mow down two targets at once. Press R to
target, and L to change your target. In Steves mission, blaze away with these guns. You play with him
for such a short period of time that ammo is not an issue.

Assault Rifle
Ammo: Assault Rifle Bullets

The most powerful bullet-based weapon in the game, the Assault Rifle is a great asset. Make sure you
stow it in an Item Box before Claires stretch is over, or Chris wont have access to it. Find the extra clip
(in the island lab) to bolster its ammo by 50%.

Linear Launcher
The last weapon youll get, the Linear Launcher is a one-shot deal. Youll use it to send the mutated
Alexia packing. Press R to target, then use L to zoom in and out.
Zombie
The most plentiful enemy youll encounter, zombies can be found virtually anywhere. Luckily, they are
fairly slow, so are usually easy to deal with. Either run by them or target them from a distance. If a
zombie gets close, it will smell your flesh and speed up, reaching for your neck. When a zombie gets
too close, it will grab you and begin to gnash on your skin. Kill zombies with the Handgun or Bow.
They arent worth anything more powerful.

Zombie Dog
These rabid pooches have eaten some T-Virus kibble and are hankering for a hunk of human. They
usually travel in groups of two or three. Knock them down with a shot from the Handgun, then polish
them off while theyre on the ground.

Albinoid Baby
Youll first encounter the Albinoid Baby in a short cut-scene that introduces its adult counterpart.
Albinoid Jr. is quite a bit smaller, but still delivers an electrical jolt when you get too close. You can kill
it, but the best strategy is to simply run away.

Bat
These pesky mammals hang out in the rafters, waiting to swoop down and spoil your life. They are
easily frightened with the Lighter, but if youre in the mood to stand and fight, make sure youre
pressing the target lock button (L), or youll waste time and ammo trying to take them down. The
Handgun will do the trick.

Giant Spider
Enormous, hairy, poisonouswhats not to like? Giant Spiders are a treat. In addition to scuttling
along the ground (making you have to manually target them), they can cling to ceilings and walls.
Giant spiders attack by either spitting poison or clutching their victims in hairy legs and attacking
with mandibles. Once poisoned, youll need to find a Blue Herb to cure the effects. The Shotgun and
Grenade Launcher work well on these virus-enhanced arachnids.

Small Spider
When a Giant Spider is killed, often it will drop baby spiders. They arent worth your time. Step on them
if you wish, but dont waste any rounds on them.
Bandersnatch
The Bandersnatch is one of the nastier creations Umbrella has come up with. These behemoths
attack with a single long, muscular arm. If a Bandersnatch gets a hold of your noggin, it will try to
squash the brains out of you. Take it out with Explosive Arrows, the Shotgun, or avoid it altogether. Its
fairly pokey, and announces its attack, so can be easy to avoid, especially in open spaces.

Moth/ Moth Cocoon


It can be argued that the Moth is the most annoying enemy from any of the RE games. It is weak but
quick and attacks from every direction. Moths fly above and drop curtains of poison from the air. But
wait, theres more. If a moth attacks you from behind, it will lay a cocoon on you. Then, you will have
to walk around with the cocoon on your back until the organism decides to hatch. Upon hatching,
you will be immediately poisoned. Avoid these attacks by always facing toward them. Shoot them
with the Handgun or Bow Gun from a position of safety. Trying to negotiate a room full of moths
will often result in poisoning.

Tentacle
Encountered in the military training facility, tentacles bar your path. Peck at them with the Handgun
or Bow until they retract.

Parasite
Like the moth cocoon, a parasite will attach to your back and basically... suck. It will drop off in its
own good time.

Hunter
Veterans of RE1 and RE3 will recognize these bad boys. Roped with scaly muscles, Hunters are
deadly, deadly, deadly. They are extremely fast, but thankfully weak if you can hit them. Use the
Grenade Launcher or Shotgun at close range to eliminate a Hunter threat. If you are standing too near
one, you may have to aim down, as Hunters are vertically challenged.

Sweeper
Basically purple-coated Hunters, the Sweepers are strapped with a poison attack. If they swipe you,
youll need a Blue Herbstat! Fight them as you would a Hunter, at close range with the Shotgun
or Grenade Launcher.
Boss Characters

Tyrant
This biological defect is all muscle-a solid killing machine. With livid eyes and a serious skin condition,
the Tyrant is a bad looking dude. It attacks with its two solid meathooks and a shoudler bowl. Take it
down with serious ammo... and other items at your disposal.

Nosferatu
The mutated father of Alexia Ashford, the Nosferatu is a menacing beast, indeed. This monsters arms
are pinned behind its back, so it attacks with a shoulder tentacle and sprays purple poison all the
while. That exposed heart could be a problem for him, though.

Gulp Worm
For a spineless creature, the Gulp Worm certainly has a lot of backbone. Patrolling the courtyard in
front of the research facility on Rockfort Island, the Gulp Worm is easily avoided. Watch as the ground
ripples to guess where the beast will surface, then head a different way. If you do stand and fight (youll
want to in Chris mission), pump some Grenade rounds into its craw as it surfaces.

Albinoid Adult
The grown-up Albinoid is a cross between a salamander, coffee table and live wire. It lives in the
water and emits a burst of electricity if you get too close to it. Fortunately, you dont have to go
toe-to-toe with this beastie. Simply take aim at it from a safe position. It will take a while, but you
wont have to tangle with it.

Mutated Steve
A huge green mutant, Steve has morphed into something special. Hes got a huge axe that hell use to
slice and dice you with. Dont try to fight him. Just run.

Giant Black Widow


A large version of the Giant Spider (so thats giant giant), the Black Widow lives below the ice in the
Antarctic. Like Steve, it is a foe that is best run from. It attacks with poison vomit and its huge furry
legs. Avoid it. Big spiders=no fun.

Alexia
Once mutated, she comes in three flavors in all: ugly, uglier and ugliest. Check out the Boss Battles
in the walkthrough for more information.
Military Facility - Prison

You begin the game trapped in a prison cell. Equip your lighter on the inventory screen. When you
spark the lighter, Rodrigo, the jailer just outside of the cell will open the door for you. Hell preach some
gloom and doom about not being able to get off of the island. Then, Mr. Pessimism will slump into a
chair and youll be alone with your thoughts (and the sound of dripping water).

Return to your cell and grab the Herb in the corner. Exit the cell and pick up the Handgun bullets to the
right of the door. A Knife is on the desk in the adjoining room. Take it if you want to, then exit.

The next area is a Save Room. Grab the Ink Ribbon next to the typewriter and the Handgun Bullets on
the floor. Continue down the hall and turn right, then follow the stairs up.

This will put you outside in the rain. Isnt this place supposed to be run by Umbrella? Whats up?
Proceed forward and take a right (near the smashed, sparking car) into the graveyard. Walk a little
further and a cutscene ensues, introducing your most consistent threat in this (and any other Resident
Evil) game: zombies. Youll see a briefcase fall out of the exploded truck. Dont bother trying to fight the
zombies yet. Instead, simply run through them to the metal gate. Exit through the iron door.

Military Facility - Meet Steve

Cutscene: As you step into the next area,


a cutscene introduces you to Steve, another
island prisoner. When he first sees you, he tries
to off you with a barrage of machine gun fire.
Claire dodges the bullets and returns fire, and
the two call a shaky truce. Steve comes down
from his perch and introduces himself, then
quickly takes off, searching for the airport that
will transport him away from the island.

When Steve leaves, youll be have the


M93RHandgun (it holds 12 rounds). Search the
body next to the overturned Jeep for another box of Handgun Bullets. The large, double gate (with tire
tracks leading under it) is inaccessible at this time. Proceed through the other door.
This door leads to an open corridor between two brick buildings. Going straight ahead leads to a path
around the building. Youll return here later. First, follow the wooden walkway and take the steps up.
Before going through the door, grab the Green Herb at the end of the platform. Return to the door and
go in, bracing for another zombie attack.

Military Facility - Barracks

Three deadheads will attack the moment you enter, so make sure your weapon is loaded and
equipped. Take out the one to the right first, then focus on the two others (either killing or avoiding
them). Skirt around the central table and claim
the Handgun Bullets on the bookshelves. Then,
take a left into the kitchen and snag the Map
from the wall.

Mount the wooden stairs and get the Green


Herb on the other side of a cluttered table.
There is a bathroom through the open door
near the bookshelves, but it contains nothing
of interest (although it could use a good clean-
ing)

Go back to the room where you entered and


head through the other door. Track through the
dilapidated barracks. This area is littered with corpses and painted in blood. Be careful. Proceed
forward and grab the Prisoners Diary on the top bunk to your left. Then, take a right around the corner.
Here, youll encounter a frustrated zombie attempting to head-butt his way through the window. Grab
the Handgun Bullets from the ledge.

When you return to live action, the zombie bursts through the window, and is joined by two of his
friends indoors. The first zombie will drop the M-100P pistols. Shoot the zombie in front of you first,
then turn to waste the crawling zombie in the doorway. Finally spin and shoot the zombie coming
up behind you.

When all the undead have been renderedwelldead, pick up that pair of Pistols and go forward,
heading into the shower area. Take the Handgun Bullets in the last stall. After you grab the ammo,
leave the bunk area. As you are exiting this room, you will encounter another zombie. Blow by it,
then exit the building.

As you reach the bottom of the wooden stairs, a short cutscene will play from a beastly perspective
beneath the walkway. Move forward along the right wall, then turn the corner right. As you move
ahead, youll see a corpse get pulled under the building. Eeew!

Keep moving forward, making a couple of right turns, until you reach a fenced-in cul de sac. Take the
door left into the next area. Move ahead, disregarding the zombie in the cage to your left. Dont try to
shoot him--apparently bullets cant pierce chain-link fences in this world.

Take on the two zombies you encounter, using the Knife (this will save ammo). Ahead a little ways is
another zombie. Kill him, then follow the path to the right and enter the door on the left.

Military Facility - Secured Area

Proceed forward to the metal detector and


place all of your metal gear inside. Walk to
the box, press X, then press X for each item,
moving the Box list down to accommodate.
When all of your metallic objects have been
placed inside, move through the detector. If you
try to move through while holding metal objects,
the subsequent areas will lock down, and you
will not be able to go further. If you did trip the
switch, youll need to reset it by pressing the
button to the right of the detector.

Step out of the metal detector and follow the


corridor until you reach a second deposit box. In the next room, grab Flame and B.O.W. Rounds from
the cluttered cabinets on the left side of the room. Then, snag the First Aid Spray and 3D Scanner
Manual from the table.

Leave the machine next to the table for now. Youll be coming back to it. Instead, proceed to the door
near the metal detector. In the next area, take the Fax from the edge of the counter.

Cutscene: As you round the corner, youll run into Steve again. Hacking into the computer, hes found
that Chris Redfield is being monitored by Umbrella. Claire uses the computer to send messages to
both Leon and Chris, giving them her coordinates. When Steve suggests that Chris couldnt possibly
come save her, she disagrees and Steve leaves in a huff.

In the computer desk drawer is the Hawk Emblem. Grab it and the Ink Ribbon near the typewriter.
Then, walk to the panel near the blocked door and flip the switch. This will activate power to the
outdoor shutter.

Return to the 3D scanning machine and place the Hawk Emblem on the scanning tray. The machine
will hold on to the Emblem for you, storing a 3D scan of the item. Return to the metal detector
and place the metallic items youve found inside. Head back to the first deposit box and grab all
of your gear.

Exit the building. Activate the shutter mecha-


nism to open both the shuttered door and the
chain link cage. Opening both doors will bring
out four zombies: two in front and two behind.
Target the oil drum behind the first two and take
them down with one shot. Then spin to waste
the other two.

Head into the garage to collect the Fire Extin-


guisher. Then, go to the fenced-in area and take
the Padlock Key from under the guillotine. Man,
someone sure made a mess in here! Go back
to the iron door and exit.

As you round the corner of the brick building, two dogs will attack--one from either side. Whirl and
knock down the first canine, then spin back and pop the other. Run past them once they are down.

Proceed back to the area with the wooden walkway. Beyond the building (near the door where you
entered), take a left and unlock the door with the Gate Key. This will give you easy access to the
computer lab area later.

Head through the iron door back to the burned-out Jeep area. Dispatch with the two zombies here
and proceed to the door near the Jeep.

Military Facility - Graveyard

Through the door is the graveyard, and yet another zombie party. Waste the undead (three total)
on your way to the other end of the yard, then take out the last one right before you reach the
burning van.

Equip the Fire Extinguisher and use it on the


blaze. Then, pluck the Briefcase from the ashes.
To see whats inside, select the Briefcase in the
inventory screen and Examine it. Make sure the
handles are facing directly toward you when you
examine it, or it will not open. Once it is open,
take the TG-01 Material and Report inside.

Head back through the graveyard, past the


Jeep and to the gate you recently unlocked.
Proceed back into the computer lab by entering
the iron door through the gate to the right.
Reenter the metal detector building and once
again check your metal in the deposit box. The
only thing you should have left in your inventory
is the TG-01 material.

Once your metals been accounted for, take the TG-01 to the 3D scanner. Place the material on the
duplication machine next to the scanner to produce a perfect, non-metallic copy of it. As you leave the
room with your new Emblem, youll hear the sound of breaking glass. You know what that means!

Dodge the three zombies in the hallway between the metal detectors. You should be able to scoot
by the first one on the left and the others on the right. Then, back at the first detector, grab all of
your gear and exit the building.
Head back to the area with the overturned Jeep. There are three zombies here. Run past them, then
place the new Emblem in the large, iron double doors. As you open the doors, youll encounter a
partial bridge. A wrecked, torched-out Jeep bars passage to the other side.

Military Facility - Walkway

Instead, take a jaunt down the metallic walkway to the left. At the end of the walk, grab the two Green
Herbs. Then, approach the Jeep from the opposite side and take the ammo from the driver side.

To get past the fire, push the crate on the bridge forward, then to the right to cover the blaze. Then
mount the crates and walk to the long, metal stairway leading up the sheer rock face. At the top, you
will encounter a pair of zombies. Eliminate them and continue to the left.

Follow the path past the fiery, fenced area to the right and mount the stairs to a wrought-iron gate.
Upon entering, youll be attacked by a trio of rabid zombie dogs. Dispatch them and continue to
an open courtyard.

Take a left and head toward the wrecked pillars, picking up the blinking Proof. Up the stairs, on the
steps leading to the palace, snag the Green Herb. Then, go through the detailed double doors.

The Palace

Once inside, the camera will momentarily zoom in on the portrait hanging in the stairwell. We call this
foreshadowing. Proceed up the carpeted stairs to the right. Take a short jog to the right and mount the
short set of stairs to another Save Room.

Grab the Secretarys Note from the coffee table. Take the Ink Ribbon near the typewriter and the box
of Rounds on the bookshelves near the desk. Save progress at the typewriter if youd like. In the
hallway leading to the door with dual golden guns, snag another Green Herb. Move the small table
her to reveal an Umbrella ID card.

Pick it up and examine it (youll need to flip it around to see the back) to reveal the ID number:
NTC0394. Go down the stairs and to the front desk. Take the Handgun Bullets. Enter your ID number
in the computer to unlock the arched door in the far left corner of the room.
Dont go into it yet. Instead, go to the blue door and proceed into the restroom. Keep your Lighter
lit to scare the bats and collect the First Aid Spray from the sink. Search the stall to find Bullets.
In the rear of the restroom is a Briefcase. You cant open it yet, so just stow it at an Item Box the
next time you go.

Go back to the door you unlocked and through, bracing yourself for the 3 zombies youll encounter.
Eliminate the zombie threat, then claim the Handgun Rounds in the alcove near the door. Move down
the long, tiled hallway. Take the Red Herb near the bench. Before you reach the door, kill the zombie to
your right. Then, proceed through the door and down the steps.

In the study, take the Handgun Rounds from the coffee table. Find the glass enclosure housing a large
ant and press the blinking button. This will trigger one of the creepiest cutscenes you are likely to see.
When the FMV concludes, the case on the wall moves back to reveal a door.

In the uncovered room, grab the Steering


Wheel. Leave the Gold Lugers where they are
for now.

Make your way back to the main doors of the


mansion. As you touch the door, youll hear
Steve scream. Head back to the room where
you watched the creepy movie and access the
computer on the same wall as the case you
recently moved (its back in its original location).
On the screen, youll see Steve trapped in a
room. To get him out, you have select two guns
from a display of six. Select C and E to free
Steve. Head back outside the mansion.

Cutscene: When you get back to the lobby, youll run into Alfred Ashford, the bitter grandson of the
gentleman in the portrait-one of the founders of Umbrella. Hell take a couple of shots at you as you
listen to his banter. Hes concerned that his base is under attack, and holds you to blame. Eventually,
hell leave, cackling like a ninny.
Taking the Steering Wheel and Proof with you, head right from the mansion stairs and through the
arched gate. Take the stairs down to the path that follows along waters edge. Follow the path to a
green barrel and grab the quiver of Arrows there.

Then make a 180 and follow along the stairs to a small room. Pick up the Handgun Bullets and
Map here. When youve gotten the items, go back to the green barrel and turn right, approaching the
console on the short pier overlooking the water. Put the Steering Wheel there and turn it. This will
bring a submarine to the surface and extend the platform across to it.

The Submarine

Go across to the sub and enter (by pressing X). Once inside, search the area behind the ladder for the
brown Side Pack, which will expand your inventory by two spots. By all means, pick it up. Then, go to
the main control panel and flip the switch to make the sub descend.

Climb out of the sub and into a small underwater cubicle. This leads to a flight of stairs. Go down
the stairs and follow the path around (cool underwater shots on the way) to the small, metal door.
Enter the office and take out the two zombies in front of you. Then, spin to kill the one who comes
up behind.

When the deadies have been dealt with, grab


the Handgun ammo from the leather wrap-
around couch. Go behind the desk to find an Ink
Ribbon perched on a cardboard box. Then, go
to the corrugated metal door and lift it. This will
once again place you outside. Run across the
bridge to the next metal door.

In the next room, go to the far right corner and


use the elevator to go up to the next level. Oper-
ate the crane at the glowing blue control panel.
Move it forward and to the left, picking up the
boxes blocking the doorway below.

Return to the elevator and go down, then activate the switch. This will bring a tray of zombies down
to you--five in all! Run around the railing and take up a safe position behind the guard rail, killing the
zombies as they come down the passage at you. Once theyve been wasted, go to the platform and
take the Arrows and Biohazard Card on the boxes in the corner.

Go back to the office where you first came in and enter the door near the huge fish tank. Youll
notice several bats hanging in the rafters. Equipping your lighter will scare them off. Go to the glowing
computer at the far end of the room and press X. This will activate the platform to the right.

Go to the platform and place the Green Proof in the machine. Go back to the submarine and head to
the surface. Its probably not a bad idea to go back to the mansion to save your progress.

Return to the bridge area and take a right, toward the military training facility.

Gulp Worm

Cutscene: When you enter the dirt courtyard, you encounter the Gulp Worm, a huge, mutant slug
bent on your destruction. After the FMV concludes, run to the double iron doors and proceed into
the building.

Go immediately to the right and up the stairs. Take a left at the top and enter the door at the end
of the corridor. From the desk, take the Bow Gun and Memo. To save room in your inventory, you
can immediately combine the Arrows with your Bow Gun. When you attempt to exit the room with
these items, an alarm will sound and a short cutscene will unfold. In it, a lab worker behind strong
plexi-glass is horrendously murdered by an unknown assailant. Notice the creepy painting in the room.
Well be coming back for that.

Upon exiting the room, another FMV will play. This time, a contamination alert sounds, and Claire
narrowly avoids being trapped upstairs. She is now back in the lobby and the stairs are sealed
from her.

In the lobby, take the Red Herb on the bench and the Arrows from the nearest phone booth. Head to
the door on the far end of the room and enter. This leads to a locker room. Eliminate the zombies that
greet you and move deeper into the room. Youll encounter two more zombies as you go further.

From the open lockers, grab another couple quivers of Arrows. On the dead body near the far door,
there is yet another quiver. Open the door and run past the first zombie, then, sticking to the right
wall, dart around the second zombie and step down into the water. From this position, you can kill the
zombies easily without threat of attack.

Locate and turn the large red valve to stop the flow of water. Now, pick up the glimmering Key near the
lions head spout. Head back to the lobby.

Go through the door opposite the phones.


There are three zombies here: one faking on
the floor next to the door and two on the
opposite side of the room. Take out the faker
first. Then, kill the two standing zombies. Once
theyre dead, head to the control panel near the
copy machine and press the blue button. This
will create a Map. Grab it from the copier tray.

Make sure you grab the Green Herb behind


the dead zombie near the door. Combine it with
the Red Herb you found in the lobby to create
medicine. Take the Arrows from the counter and
move into the other office. Use the Key you
found in the pool to open the locked cabinet at the far end of the room. Inside, youll get a suitcase full
of Explosive Arrow formula. Combine the contents with your arrows to get 10 Explosive Arrows.

Use your Biohazard Card and open the right door at the far end of the hall. This will give you access to
a new hallway. Enter the door at the end of the hall and walk into the courtyard.

Courtyard: Alfred Attacks

Cutscene: As you enter the courtyard, Alfred takes aim at you again. When it concludes, dodge that
laser beam (clinging to the near wall) and head up the stairs. When you do, Alfred will run away.

Take a right to enter into a dusty hallway. Proceed toward the vending machines. Grab the two boxes
of Handgun Shells near the stand-up, then go through the gray door. This is a Save Room. Take the
Green Herb near the typewriter table, the Green Herb on the floor near the couch, and the Hemostatic
Medicine on the cushions. There is an Ink Ribbon near the typewriter. Save if you wish.

Cutscene: When you attempt to enter the next room, Alfred (the freak) comes over a loudspeaker and
tells you that the next area is a trap designed specifically for you. The door locks you in the room. Your
only option now is to continue to the brown door on the vending machine wall.

The Bandersnatch

When you enter the next area, take a left and pick up the two uzis in the corner of the walkway.
Before taking a step, equip your Bow Gun with the Explosive Arrows. As soon as you move past
the door, a short cutscene ensues, introducing a new kind of mutant--the Bandersnatch. Dodge its
arm and fill it full of explosives. It should take about four hits to kill. As you walk toward the stairs,
a green door will open.

Cutscene: When you get to the bottom of the stairs and go through the open door, another mutant
attacks, dangling you off of the ground and nearly crushing your skull. Luckily, Steve comes to the
rescue, two barrels blazing. You trade him the two uzis you just got for the two Lugers he received
when you let him out of the room in the mansion. He tries out his new weapons, only to find that they
dont have ammo. He gives you a boost so you can snag the clips on top of the nearby crate, then
loads the guns. As he does this, Alfred comes over the speaker again, boasting hell now kill both of
you. Then, the platform descends and you begin to play as Steve.

Playing as Steve:

In the room youre plopped in right after the cutscene, there are four zombies--two in the room with
you and two behind a fence. Its a real treat to eliminate them with the dual uzis. Kill them all and
go through the gray door. Eliminate the zombies in this room. You cant take the gear in the side
room. Dont worry, youll be back. Now go back to the room where you came in and head through
the rusty metal door on the right wall. Wax the zombies and proceed to the stairs at the other end
of the room. Go up and through the door.

Cutscene: As you move over the next walkway, Claire will rejoin you. She confronts him about why hes
on the island and he gets upset. Then the two head into an elevator and up.

Steve departs and youre Claire again.


Steves Father

Playing as Claire: Go into the brown door and through. When you attempt to rejoin Steve, you both fall
through the weak walkway and another cutscene occurs.

Cutscene: As you both get up, a zombie comes toward Steve. The zombie advances toward him, but
he cannot shoot. Claire attracts the attention of the beast and it moves toward her. When it bends to
feed, Steve snaps out of his trance and peppers the monster with bullets. It was his father. Steve tells
the story behind his fathers demise, and Claire leaves him to rest for the time being.

When the cutscene concludes, circle around and grab the Handgun Rounds on the high barrel near
the door (stand on the crate to get them). Move to the wooden door next to the Jeep. Unlock it and
enter the facility. Grab the Handgun Bullets near the door then eliminate the zombies here. Walk
forward until you reach the iron door directly ahead.

Go through the door and into a weird picture room. Be sure to grab the Ink Ribbon near the typewriter
and the Blue Shield on the wall.

Return to the area where Steve is waiting and exit through the double doors, avoiding the zombie dogs
as you unlock and exit through the door on the right. Go back through the worm courtyard and enter
the double doors. Move to the end of the main hall and use your Biohazard card on the second door
on the right. Go through the door to the courtyard, running past the two zombie pups laying in wait.
When theyve been stopped, mount the stairs and place the Blue Shield in its receptacle on the stone
overlook. Grab the Emblem Card inside.

Return downstairs and go through the door on the fence near the burning barrels. Take the ladder
down. In the ensuing hallway, use your new Emblem Card on the gate barring your path. Move through
the room, avoiding the steam pouring from the broken pipe. Continue to your right and up the stairs,
entering the door at the top.

Remember this area? Take your Emblem Card to the scanner near the gate. When it lifts, youll have
access to the Grenade Launcher. Grab it and head through the door in the back. Two Bandersnatches
will attack you here. Use the Grenade Launcher on them. When theyre gone, grab the Arrows in
the corner.
Now return to the room with the ruptured pipe. Head across the room and go up the opposite stairs.
This dumps into a watery area. Make sure you take the Handgun Bullets from the gargoyles mouth,
then track to the end of the hallway and enter the elevator.

Head up to level 2F. Move to the locked shutter and open it with the Emblem Card. As it opens, a
zombie will slump out in front of you. Go into the lab and take a short jog up the stairs to the right.
Pick up the Grenade Rounds near the chair.

Albinoids

Move to the lit display on the right to learn all about Albinoids. Scared? You should be. Go back down
the stairs and take the Red Proof from the computer terminal. Then, activate the security camera at
the terminal. Locate the skeleton painting on the right side of the room and zoom in. Remember the
number 1126 (which is written on the lower left
corner of the painting).

Grab the two Green Herbs near the end of the


computer banks and exit the room. Run by the
zombies and head back to the elevator. Return
to the double doors in the worm courtyard and
enter, this time using your ID on the first shutter
on your right. Discard the ID and go up the
stairs.

Go to the door at the end of the hall and enter.


Use the code (1126) you got from the painting
on the lab door (where you saw that first long-
armed mutant cutscene). Take the Acid Rounds from the desk and the Painting from the wall.

As you touch the painting, a short cutscene will be triggered, in which you will be introduced to the
Abinoids first-hand. The adult version will escape through an air vent (think youll see it later?) and
several babies will spill out on to the floor. Dont waste your time with them. Simply run out of the
room and get downstairs. That clock in the corner of the screen is counting down the time before
that shutter closes!
Head out of the building, through the worm courtyard again, through the tank area, into the double
doors and back to the weird picture room, killing zombies en route. Place the skeleton Painting on the
correct spot on the wall to reveal a secret room.

On the model of the research complex, grab the Key. Read the message on the podium and record
the number 12 8. Now go back to the palace. On the walkway leading to the mansion, you will be
attacked by two more Bandersnatches. Run past them and up the steps.

Once inside the palace, youll find it crawling with zombies. Return to the brown door at the rear of the
mansion. Follow the hallway, then take a right turn and use your new Gold Key on the gold doors.

Art Gallery

Inside, you are confronted with more art and another puzzle. First, go to the large picture of Alfred
(up the stairs). Grab the Message to New Master and read it. Then, focus your attention on the
portrait puzzle. The object here is to pick the paintings in the correct order. Select them in the
following sequence:

1) Lady Ashford
2) Stanley Asford (Man holding two babies)
3) Thomas Ashford (Man holding a cup of tea)
4) Arthur Ashford (Man with red hair)
5) Edward Ashford (Old man seated near a vase)
6) Alexander Ashford (Man leaning on a mantle)
7) Alfred Ashford (on steps)

Completing the puzzle will yield a vase. Examine it in the Inventory to get the Queen Ant Object.

Now, head to the door and place the two Lugers in it (press Use in the Inventory). This will unlock
the door. Go inside and grab the Handgun ammo. Then, look at the memo on the desk. It gives the
key to a puzzle you will face shortly:

1) Left,Right
2) Left
3) Right
4) Right, Right, Right

Go to the music box near the desk and press the two buttons in the sequence above. Remember the
four digits you arrive at. After a short replay of the creepy dragonfly episode plays on the laptop, then
the computer asks you for a password. Enter the number the clock gave you (four digits to set the
musical clock chiming, and open a secret passage behind the clock.

As you move toward it, a Bandersnatch will burst through the window. Dispatch it with a couple of
explosive arrows. Then, duck into the passage and cross the bridge, picking up the Blue Herb if
you have room.

Mansion on the Hill

Proceed to the courtyard of the mansion. Here, you will encounter two more Bandersnatch. If you have
enough explosive arrows, kill them. Otherwise, run through the yard and up the stairs. The long-arms
will follow. Just bypass them and enter the door.

When inside, use your lighter to deter the bats. Move to the room to the left of the stairs and enter.
Grab the Handgun Rounds in the corner. Kill the Bandersnatch here and skirt around the table, picking
up an Ink Ribbon from the small cupboard near the fireplace. Light the fireplace, if you wish.

Exit the room mount the stairs and follow the walkway until it dead ends. On a small table, get the
Handgun Rounds and First Aid Spray. Then proceed through the red, padded door.

Cutscene: the sadistic brother and sister Ashford are discussing their plans as you spy on them.
Luckily, Claire does not give herself away.

When the FMV ends, grab the Handgun Rounds on the table near the door and the Green Herb in the
hallway to your right. Then, head inside the door to the left. Go to the music box and activate it. This
will move the bed, revealing a Key. Pick it up and head back downstairs.

Then, exit the mansion and return to the palace. If you ran past the grabbing mutants the first time,
now three will be waiting for you. Unless you have adequate firepower, dodge them and escape.

Back in the mansion, exit the Save Room (first saving, if you wish) and move across the upstairs
hallway, killing zombies where appropriate. Use your newly-acquired Key on the opposite door.

This takes you to a casino room with plenty of goodies. Take the two Green Herbs from the bar, the
Handgun Rounds behind the host stand, and the Explosive Arrows at the end of the green table.

Go back to the Save Room and stash items, making sure you grab the Hemostatic Medicine.

Return downstairs. Head through the brown door near the back of the lobby. Then, use your key on
the door directly across the hallway. Equip your Bow Gun with Explosive Arrows and enter the room.
Kill the two Bandersnatch (two shots each) and explore the room, finding the HUNK Report in the
U-shaped desk, the Handgun Rounds on a chair, and the Eagle Plate from the carpet in the middle of
the room. Leave the room and the mansion and head toward the prison where the game began.

Back to the Prison

Cutscene: As you enter the prison (providing


you have the lighter), Rodrigo gives you a Lock-
pick in exchange for your Lighter and the Medi-
cine.

Return to the guillotine, killing zombies as nec-


essary. Use the Blue Shield on the door and
prepare for a two-zombie-ambush. When they
have been eliminated, proceed through the next
door. Target the oil drum, explosively destroying
the zombies. Then, turn to the left and claim the
Green Herb near the barrels.

Go back out to the main path and head forward, entering the door. Claim the Handgun ammo near
the barrel, then climb over the stack of crates. There is an Item Box behind it. Use it if you need to,
then move the crate away from the door so you can enter. This is the back door to the research facility
you entered earlier. Go claim your checked items and return them to the Item Box outside. Return to
the other side of the building and claim the items from the other metal detector, and place them in
the Item Box. Do NOT forget the fire extinguisher, no matter what you do. Then track back to where
you exploded the zombies with the barrel.
Enter the wooden door. Youre in the infirmary. Take the Handgun Bullets on the table near the door.
In the glass cabinet, score another First Aid Spray. Head into the small office and take the Red
File from the desk.

Follow the partitions around until you reach the body bag, then exit the door and watch the bag twitch.
In the next room, dispose of the two zombies, then grab the Red Herb in the corner of the room. Take
out the other two zombies, and explore further. Grab the Handgun Rounds near the bloody torture
bed. Then, grab the White Case on the mantle. Examine it to reveal Handgun Parts. Immediately
combine these with the Handgun for a faster-firing gun that now holds 20 rounds at a time. In addition,
your new weapon can now be set to auto in the Inventory Item menu.

When you return to the infirmary, you will hear a truly disgusting sound. Moving into the room, youll
discover a doctor feasting on his patient. Use your brand new Handgun to neutralize the zombie
threat. When the doctor falls, grab the Glass Eyeball that falls from his pocket.

Take the Eye back to the office and place it in the medical model. This will open a secret passage in
the room. Go down the stairs. In the ensuing corridor, run past the bats and claim the Green Herb in
the corner. Then, continue down the hall and into the wooden door.

Torture Chamber

Welcome to yet another torture chamber! Boy,


Umbrella sure knows how to treat their guests.
Eliminate the three zombies. Grab the Arrows
on the brown bench and the Handgun ammo
on the small, circular table, then go through the
door next to the portrait and down the stairs.

The following room has four statues in it. Take


the sword from the statue near the wall. This
will trigger a sequence where the room fills with
poison gas. Rotate the center statue (using the
extended lever) to stop the flow of gas and
turn the sword statue to reveal an iron maiden.
When the gas stops, place the sword into the iron maiden. This will trigger a zombie attack. Kill the
undead, then take the player piano scroll from the opened maiden.

Now that you have the Lockpick, return to the weird picture room in the Military Facility and use
it on the candelabra cabinet to yield a First Aid Spray. Return to the palace, eliminating undead
on the way.

Palace - Musical Ants

Go back to the casino room, and place the


Scroll in the piano. This will trigger the nearest
slot machine to open, revealing a Blue Ant. Take
it and return to the Save Room.

Grab the other Ant from the Item Box. Now is


a good time to open the white case with your
Lockpick. It will give you explosive Bow Gun
Powder. Now head through the Luger doors and
up to the mansion. There are about four zom-
bies on the bridge over, so make sure youre
loaded for bear. Another pair of long-arms will
be waiting for you as you reach the top of the
stairs. Bypass them and cruise into the mansion.

Break up the zombie soiree happening in the foyer, then proceed upstairs, wasting two more deadies
on the way. Two more zombies will be waiting in the hall. Dispatch them and enter Alexias room (off
the right hallway). Place the Queen Ant Object on the top of the Music Box. Take the Music Disk and
go to the other hallway and enter Alfreds room. On his music box, place the Blue Ant. This will open
it. Now, put the Music Disk inside.

The music box will play a tune, revealing a ladder above the bed. Hop aboard and climb up. You
are now on a carousel in a very suspicious-looking room. I think we can surmise at this point that
little Alfred and Alexia didnt have an ordinary childhood. Get off of the carousel and claim the Green
Herb near a stack of books along the wall. Then take the Dragonfly on the chair near a leaning
cello. Examining the Dragonfly will reveal that it is, in fact, a Key. Place it in the mouth of the ant
on the mural.

Hop aboard the carousel again, this time taking the central ladder up. This takes you to a Save Room.
Snag the Handgun Bullets near the desk and the Ink Ribbon near the open book. Then grab the
Newspaper Clippings from the broken steps. Push the crate all the way to the glass display, then climb
atop it to grab the Confession Letter and the Blue Proof. Return to Alfreds bedroom.

Cutscene: As you attempt to leave the room, Alexia confronts you with a rifle. Steve bursts in and
saves you, taking one for the team, but injuring Alexia in the process. As Alexia is shot, she falls
through a secret passage. When the cutscene concludes, you find yourself on the other side of
the wall.

Take a look at the blonde wig on the music box to trigger another cutscene.

Palace: Alfreds Secret

Cutscene: Alfred is hiding on the top of the bed as you touch the wig. He leaps down and confronts
you and Steve. We learn that he has been posing as Alexia the whole time-he thinks hes two people.
As he exits the room, a self-destruct warning comes over the speaker.

Head back to the mansion, saving in the Save Room if you wish. Make sure you have the two Proofs
and go to the submarine.

Cutscene: As you go down the stairs of the


mansion, Steve runs up, noting that planes are
flying overhead. You both decide that it would be
a good time to leave. As you go to the sub, you
run into Steve again. He says We gotta get to
that airport.

Follow Steve down the steps to the underwater


lab. Run by the two zombies in the office and
through the next door. Steve will be waiting near
the lift. Place both Proofs into their places on
the console. Then, operate the switch to board the plane.

Cutscene: As you mount the stairs, another FMV occurs. Steve cannot launch the plane until the
bridge is lowered. Claire says she will take care of it while Steve attempts to get the plane going.

Note that the plane cockpit is also a Save Room. Grab the Ink Ribbon near the typewriter to save your
game, if you wish. Then, grab the Lever on the floor.

Return to the underwater office, go around the desk, then out the corrugated metal door. Go across
the walkway, through the door, up the elevator and to the crane room. Head to the door at the other
end of the walkway and enter. Use the Lever on the control panel.

Run across the lifted bridge and inside. As you


enter, take a right and head to the furthest
locker. Open it for a First Aid Spray. Then, grab
the Key from the middle corpse. Exit the room
and go back across the bridge, entering the
other door.

Go back down the elevator and use the Key


on the K-402 door. Open the galvanized door
into another Save Room. Snag the Grenades,
Handgun ammo and two Green Herbs here,
then save progress on the typewriter.

Now, push both crates into the elevator. Start by


pushing the right crate all the way left, then in. Then, push the left crate all the way right and in. When
you do this, and attempt to enter the lift, a five minute countdown begins.

Cutscene: As you ride the elevator up, another cutscene happens. Alfred will not let you leave the
island-and hes whipped up quite a beastie to keep you there. When the scene concludes, youre
back in the Gulp Worms lair.

Enter the Tyrant


Head toward the mansion, avoiding the worm. As you go over the bridge, you will encounter the tyrant.
Keep your distance and blast him with Grenade Rounds, aiming up to maximize the effect. Make sure
he does not knock you into the fire or over the bridge. If he does, you will die. After a barrage of
Grenades, hell fall flat, defeated.

Go back toward the airplane, taking the sub, down through the underwater office and on to the plane.

Cutscene: Steve fires up the plane and the two take off, and Steve apologizes to Claire for his behavior
on the island. We see Alfred take off in a secret jet, plotting his revenge. It seems like everyones out of
danger. Of course, theres that other disc, and you know thats not honeymoon footage

So, theres one last encounter before the disc ends.

Boss battle: The Tyrant


Make sure you save, then head through the
door to the fuselage of the plane. Somehow,
the tyrant has gotten onto the aircraft and its
Claires responsibility to stop him. Note the con-
trol panel right next to the door. Pushing the
button will send a crate shooting across the
floor of the plane. Push it once immediately to
sap the mutants strength. Then, move into the
body of the plane and prepare to take on the
creature.

Explosive Arrow and Grenade attacks work


best, but the auto Handgun is a good back-up.
The tyrant has mutated a bit-not he has an
enormous claw instead of a hand. He will attack in two ways: slashing attacks with his talon and
charging knock-down attacks with his other hand or shoulder. The slashing attacks are much more
damaging, but easier to telegraph. When the beast rears back, run by him on the claw side. Then,
assume a safe distance and fill him full of Grenades.

When the creature is leaking blood badly (leaving a trail on the floor), go to the control panel and press
the button. If you have depleted the mutants strength enough, he will get bowled out of the plane by
the crate you propel at him. If he stops the crate, youll have to beat on him some more. You wont be
able to push the button again until the beeper sounds. Avoid him until then, striking if you can, then
run back and send another crate at him.

Cutscene: You report your victory to Steve and the two of you rejoicefor a moment. Someone has
taken control of the plane. Guess who? Alfred comes over the television and says that he will not
let them get away. Claire and Steve fall asleep together. There is a bit of sexual tension as Steve
awakens and looks like hes going to kiss Claire. Then, we learn that the plane is headed to Antarctica.
It crash-lands and the two are unconscious. End of Disc 1.

Antarctica - Claire and Steve

Cutscene: Claire and Steve awake from the


crash. The nose of their plane is stuck in
the side of a building. They exit and there is
another awkward exchange. When Claire does
not respond to Steves perceived moment,
he leaves, saying they should split up to look
around. This guy definitely has some issues.

Follow the walkway to the right and go down the


ladder, then enter the next door. Follow the next
walkway to the right until you reach the stairs.
Enter the door next to the stairs. Head to the
rear of the room and take the Handgun Bullets from the shelves, the First Aid Spray and Handgun
Bullets from the open locker. As you snag the Explosive Arrows, a zombie will drop from the cot. When
you take a step forward, the room will come alive and all the zombies in the room will attack. Stay back
in the locker area and let them come to you. When theyve been killed, take the ammo from the bunk
and move to the desk, taking the Blue File there and the Handgun rounds on the shelves behind, and
a map of the terminal on the wall. In the area near the bloody, overturned bed, get another Ink Ribbon.
Exit the bunkroom and head down the stairs next door.
Go through the room and head into the Save Room. Here, take Alexanders Memo near the Item Box,
the Ink Ribbon on the desk, the Arrows on the table and the Green Herb along the wall.

Then, move to the rear of the room and push the bookcase back to reveal a secret room. As you open
the locker here, a rat will leap out at you. When it is gone, grab the Butlers Letter from the locker.

Leave the room and dodge the Moths. Do not let them land on you. If a moth perches on your back, it
will plant a larva on you. The larva will be with you for a few moments. Then, it will attempt to burrow in
your skin. This will cause Claire to grab it and destroy it, but not before taking some damage.

If they arent dropping larva, theyre flying overhead, dropping mists of poison. If you walk through a
poison shower, go to the Blue Herb to in the left branch of the room. It will be there each time you need
it-and youll need it a lot. Even if you kill the moths, theyll be back when you return to the area. Still,
it isnt a bad idea to take them down each time you go through the room. It seems like youre burning
ammo, but in the long run could be saving lots of time and life.

Go through the double doors into the warehouse. Inside, youll encounter three zombies. Either kill
them or avoid them and go to the door labeled marked Weapon and enter.

Kill the two zombies that greet you at the door, then take a left and grab the Key. Kill two more
zombies as you follow the path around to a fallen zombie near a locker. Take the Detonator from his
icy grip and place it in the slot on the locker. Then, on your way out of the room, grab the Assault
Rifle from the green lockers.

Warehouse - B.O.W.

Return to the warehouse and enter the door marked B.O.W. Destroy the two spiders here. Dont
get too close-they wont hesitate to spray acid at you. Go to the far end of the room, dodging the
acid spray from the spider below the grate, and pick up the B.O.W. sticker from the box. Then,
collect the rest of what this room has to offer: Arrows on the conveyor belt, two boxes (finally!) of
Handgun Rounds on the crate to the right of the conveyor, a Blue Herb in a side alcove and a
Green Herb next to that.

Return to the warehouse and put the sticker on the B.O.W. box on the conveyor belt. Then, jog up the
short flight of steps and use your new Key on the locked door at the top. Discard the key and enter.
Take a hard right and climb two large steps and a flight of stairs, examining the valve at top. Dont
worry, youll be back. But this is an important step in getting the ball rolling.

Now go to the next door in the icy cave. Kill the two zombie pooches you encounter. There is one more
as you walk on, so beware. Kill it, then scoot around the grating and locate the glowing blue button
under a raised, metal platform. Return to the alcove where the last dog was hiding and hit that blue
button. This will switch the lights in the complex on.

With the lights on, scan this room for Green Herbs-five in all. Make sure you grab the two boxes of
Handgun ammo here as well. Return to the warehouse. Head back to the B.O.W. box area and press
the blue button to move the conveyor belt. Grab the lever near the B.O.W. box and pull it, sending
the box down the conveyor.

Go back into the B.O.W. room and claim the gas mask behind the glass case. Then return to the Save
Room, dodging moths on your way. Return to the locker and press the button in the back. The locker
will move away, revealing a secret area.

Cutscene: As Claire enters the secret room, she drops to all fours and sees a tied-up zombie in
a chair.

Go to the corner of the room and grab the flower pot. Examine it to reveal a Blue Key taped to the
bottom. Leave the Save Room and exit the area, going through the moth room and up the stairs.
Move along the walkway to the double doors near the ladder. Follow the walkway to the right door
and use the key on the door. Discard it and enter. Go through the room and into the next door. Take
the Valve Wheel from the grated floor.

Cutscene: Steve is in there when you reenter the room. He has found an Australian Observation base
located near the facility. They come up with a plan to use the earthmover to leave the base, but as
Steve is operating the crane controls to operate the machine, he is struck with Claires beauty again
and ends up smashing the vehicle into the wall. This causes a gas leak, and Steve has a little fit,
saying he screwed up again. Claire tells him not to worry.

Return to the walkway just inside the double doors. This time, go left instead of right and enter the
door. Ignore the zombie in the cage for now. Collect the Blue Herb, the Green Herb and two boxes
of Handgun Bullets and an Ink Ribbon. Place the Valve Wheel on the machine in the corner near
the desk to modify it.

Go back to the warehouse and kill the zombies there. Then, go back up the stairs and put the Valve
Wheel in its rightful place, shutting off the gas flow.

Warehouse: Alfred

Cutscene: Alfred is there to greet you as the gas shuts off. He holds Claire at bay with a sniper rifle,
but Steve (ever the intangible) shows up and shoots him, sending him careening over a railing and
eventually into the mist below. Cut to: the creepy zombie we saw earlier. He breaks from his restraints
and is on the loose. Can you guess whats coming up real soon?

Go back to the Save Room and load up on gear: health and ammo especially. Take only one extra
weapon and a healing item. Leave the rest of the stuff in the Item Box for Chris. Then return to Steve,
go down the two large steps and claim the Sniper Rifle.

Cutscene: After Claire picks up the Sniper Rifle, she and Steve attempt to get out of the joint in the
earthmover. They get outside and devise an escape plan, climbing a ladder, hopefully to safety. You
find yourself on top of a heli-pad. As you move to the stairs to go down to safety, the Nosferatu comes
up the stairs, knocking Steve over the edge. Steve is hanging by one arm, but Claire decides to fight
the beast first, then come back for him.

Boss Battle: Nosferatu


The hyper-mutant will grow a single long tentacle, which hell use to whip at you through the mist.
Immediately after the cutscene concludes, put some distance between yourself and the creature.
Head to one of the corners--the objects there will bolster you and stop you from falling if you get hit
by a stray tentacle. Then, hold the right trigger to activate the Sniper Rifle. The beast does not move
quickly, so you can pump all seven sniper bullets into his heart before he reaches you. Youll know you
scored a good hit when he drops a bunch of blood and slumps forward a bit. Youll have to avoid the
purple poison puffs he sends your way, so keep moving around the perimeter, keeping some space
between you at all times. When the Sniper Rifles been spent, dance around the beast, peppering it
with rounds from the Upgraded Handgun. Avoid the edges and his tentacles and fire until he drops.
When he falls, its over.
Cutscene: Claire rescues Steve from his precipice and the two get into a half-track, presumably on the
way to the Australian research facility. Inside the complex, Alfred Ashford has been mortally wounded
and crawls into a lab. With his dying breath he mumbles Alexia, and his sister, naked and in a state
of suspended animation, comes to life. She cradles Alfred in her arms as he dies. Meanwhile, a
tentacle goes shooting across the snowy plain, overtaking and eventually upending Claire and Steves
half-track. The two lay in the snow helpless and all fades to black.

Chris Redfield

Starting gear:
Knife
Handgun
30 Handgun Rounds
First Aid Spray

Cutscene: Chris has wrecked his boat and is climbing to safety when we join him. He is determined
to help Claire. Again, we run into the man from the prison. He gives Chris information about Claires
whereabouts. In the middle of a tender moment, the Gulp Worm shows up again and consumes
Chris new buddy.

When the scene concludes, it is probably wise to save your game. Grab the Green Herb near the
hole in the wall. Then, follow the path to a Save Room, picking up an Ink Ribbon and 30 Arrows.
Ditch the Knife and Ink Ribbon in the Item Box. Then exit the side door into another Gulp Worm
stomping ground.

Boss Battle: The Gulp Worm


Its time to take it down. Explosive Arrows work well for the task. Stay in the first room, or the bend
of the cave just after. This will allow you the best angles for fighting. Surprisingly, close quarters are
a little easier to negotiate. It also helps to be near the beast when you plug it. Follow the worms trail,
then dodge it as it surfaces and plug it. It should only take four to six Arrows to do it in.

Cutscene: As the beast dies, it coughs up Rodrigo. As he fades away in Chris arms, Rodrigo gives
him the Lighter that Claire had brought him (with the Medicine). Then, Rodrigo dies.

Go back through the Save Room and find the statue around the corner. Use your new Lighter on the
statue to yield a pair of Sub Machine Guns. Take them and head back to the area where Rodrigo
was killed.

Grab the Green and Blue Herbs, then head through the cave until you reach an elevator, dodging
the worm. Push the button to bring the lift down to your level. Then, collect the Arrows and Handgun
ammo and wait for the elevator to arrive.

When it does, it will automatically take you to the surface. Youre in the garage. Kill the three zombies,
then go through the wooden double doors. In the next area, push the red button on the rear of
the tank to move it, exposing an elevator. Make sure you take the Handgun ammo, then take the
elevator down.

Follow the hallway around, grabbing the Green and Blue Herbs and Shotgun Shells (if you can hold
it all). If not, go into the orange door. Its a Save Room. Take the Ink Ribbon from the desk, the
Green Herb, the Acid Rounds from the open cabinet, the Handgun and Shotgun ammo from the
desk. Note the Blue Herbs growing here. Return to you them as many times as you wish when you
need to be de-poisoned.

Still in the Save Room, go to the chest of drawers near the Blue Herbs. Access the drawers in the
following order: Red, Green, then Blue. This will unlock the gold drawer. Remove the Gold Luger from
the drawer and place it in your Item Box. Youve just unlocked Steve in the Battle Game.

From the Save Room, take a left and head down the hall, collecting the Battery. When you touch
it, two poisonous Spiders will attack. If you are poisoned by the Spiders, return to the Save Room
and use the Blue Herbs.

Then, return up the elevator and go through the double wooden doors. Place the Battery in the
compressed yellow elevator. Climb aboard and push the button to raise the platform. Head left and
take the Chemical Storage Key and Alloy Report. Go through the wooden door to trigger a cutscene.

Chris Under Surveillance

Cutscene: Chris runs into a control room and sees Alexia singing on a monitor. The scene switches
and we see another person watching Alexiasomeone who is also watching Chris. You may recog-
nize him-his name rhymes with Fesker. He unleashes yet another foul creature to stop Mr. Redfield.
Exit through the brown door. Youll see a Blue Shield break through some rotten brick and land in
the water below. Move to the other end of the walkway and go through the door. Kill the zombies
and grab the Pouch from the crate. It will expand your Inventory to 10 items. Then take the Arrows
from the floor.

Go back to the elevator and take it to B1F. Go down the stairs near the gargoyle and collect Handgun
ammo and an Ink Ribbon. Remove the Shotgun from the mount on the wall and the metal steps raise.
Take it for now. Youll be back.

Go under the raised stairs and into the shallow water, taking out the wading zombie. Move through the
water to the other walkway, grabbing the Red Herbs on your way. Then, mount the ladder. Recognize
this hallway? Go to the Save Room and do what you must.

Return down the ladder and enter the door, finding yourself in a blue-lit lab. Grab the Green Herb in
the corner and head upstairs. Activate the control panel to lower an upstairs pod into the floor. Grab
the Assault Rifle clip that you find atop the collapsed pod.

Head through the doors next to the control panel. Ignore the blinking object on the floor and instead
head through the entrance to your left. Through another couple of doors is a wrecked lab room. Take
the Handgun rounds, Shotgun Shells and . Then, unlock the refrigerator with the Key and discard.
Remember the number on the podium in the weird picture room? Set the temperature inside the fridge
to that number. This will turn the Insert Capital Sigma blue.

Return to the previous room and collect the Doorknob. This will cause one of Weskers floating security
cameras to spy you, triggering a two-hunter attack. A couple shotgun blasts to the breadbasket will
cool their heels.

Go back to the movable stairs (through the lab) and put the Shotgun back. Go up the steps and
take the elevator to 2F.

Kill the zombies, then head through the brown door in the lab and across the walkway. Be careful.
Theres a security camera in the next area. If it spies you, youll have another Hunter to contend
with. Go through the single wooden door in the alcove. Then, head down the tiled hall and use the
Doorknob on the passage to your left. Head to the left to claim some Handgun Rounds, and to the
right to grab a Model Tank from the table there.

Avoid the floating camera on the way back to the elevator. Take it to 1F. Move forward in the hallway,
scooting past the security cam and into the door. Youre back in the creepy picture room! Place the
Model Tank in the miniature complex model. This will cause a painting to move back, exposing a
Passage Note and a Key. Take them both. When you exit, the floating camera will be gone.

Take the elevator back to B1F and go down the stairs, grabbing the Shotgun on your way to the lab.
Head to the second floor of the lab.

Chris Meets an Old Friend

Cutscene: Wesker reveals himself to Chris. He tells Chris he came to the island to find Alexia, then
relates the whereabouts of Claire. Just as hes about to kill Chris, he notices Alexia on the monitor, and
throws Chris across the room, shattering a glass tube and releasing a grabbing mutant.

Take the creature down with five sprays from the Shotgun, then head back into the area where you
first met the hunters. Use the Key on the panel with the blinking red light, then discard it.

Ride the elevator up, then climb over the crate and through the gash in the wall. Push it all the way
back into the elevator and then into the metal crates. Collect the Bow Gun Powder. Now head out the
gash in the wall. Youre in the now-destroyed lobby of the research facility. Go to the brown door and
through. Dispose of the zombies inside, then collect the Shotgun Shells from the first room and some
Acid Rounds from the locker in the adjoining room.

Proceed through the gaping hole in the wall and on to the wooden door. Exit and move left. Smoke the
crawling zombie in your path, then go through the gap in the fence and down the ladder. Toggle the
switch next to the ladder to, firing up the large fan that removes poison gas from the compound.

Destroy the three zombies below before you drop into the room. Head up the stairs near the large
elbow pipe and enter the door. Take out the hunter inside and grab the Grenades from the shelves.

Go in the door nearest the shelves. Move through the room and around the corner to the right. From
the right shelves, get some more Handgun ammo. Take the Clement from the left shelves. Combine it
with the other solution to produce a purple elixir. Open the drawer on your desk, and your Handgun
will be immediately upgraded.

Exit through the front doors of training facility, bracing for a hunter attack. Kill the two hunters in the
courtyard with the shotgun, then collect the Shotgun Shells. Enter the external cargo lift (the one
Claire rode up at the end of Disc 1) and ride it down.

Youre in a Save Room. Stock up on ammo and heal if need be. This is probably a good time to
save, if thats your thing.

Go through the corrugated metal door around the corner and waste the Hunter there. Go up the
elevator in the corner, head around the walkway and exit. Move across the bridge and enter the next
door. When you enter, access the oil gauge machine to the left. In this order: press the 3 Button four
times, the 10 Button once, the 3 Button again and the 5 Button once. This will restore power.

When you attempt to leave, three zombies will rise to attack. You can get some Shells if you stay,
but if you are all right on ammo, just head out the door and across the bridge. Access the bridge
controls to lower it.

Go back inside, down the elevator and out the door on the right side of the room. Head across the
bridge, killing the hunter en route. Youre back in the underwater office. Waste the zombies here and
exit through the door near the fish tank. Kill the Hunter here, then access the computer to turn the
power off. Then, grab the three Proofs.

When you get back to the courtyard in front of the facility, you will be attacked by two poisonous
hunters. Waste them and enter the front doors of the facility. Go to the last door on the right and
follow the rooms through to the courtyard. Go down the ladder, through the fan room and to the
elevator. Take it to 1F.

Exit the elevator and go right, into the creepy portrait room. Put the three Proofs into the compartment
guarded by lasers. Depress the lever to move the miniature compound back and reveal a ladder. Pick
up the two boxes of Shells and Green Herb in the exposed corner, then take the ladder down.
There are two spiders waiting for you on the ceiling when you reach the bottom of the ladder. Waste
them, then grab the Grenades and Green Herb in the hallway. Take another walkway across to a
second ladder.

Climb down the ladder and take the two Green Herbs and a Blue Herb in the corner. As you move
down the hallway, a short cinema will occur revealing our long-lost friend, the Albinoid. Its guarding
the pool that the Shield you need is in.

Boss Battle: Albinoid


The Albinoid will stay in the pool, so you are in no danger if you do not enter the pool with it. Instead,
run around peppering it with shots until it dies. Getting in the pool with it is simply inviting electrocution.
As soon as it senses youre in its area, it will send out a shock wave over the surface of the water.
You can wait until the creature is at the opposite end of the pool, dash in and grab the Shield, but
this is a touchy maneuver. It is better to hang out on the perimeter and slam it with rounds from
the safety of the ground.

The creature will swim around the pool, coming right up to all four edges. When it circles near you,
point your weapon down and plug away. The Sub Machine Guns work the best. Soon, the Albinoid will
leak blood. Another couple of hits and it will croak. Then, splash into the pool and collect the Shield.
Combine the Shield with the purple Chemical to make a Halberd. After the fight (or during, if you need
it), grab the Handgun Rounds in the corner.

Return to the surface and exit the portrait room. Pick your way back to the Save Room downstairs.
You should encounter no impediments. Use the Halberd on the door near the Save Room to locate
the VTOL jet.

Cutscene: Chris discovers an airplane, and takes off, eventually landing in Antarctica.

Antarctica - Chris

Follow the raised walkway until you reach the double gray doors. Enter and shoot the tentacles laying
across your path. Youll notice Claire and Steves crashed plane overhead. Now, go down the stairs
and into the Save Room. Look ma, no moths!

Use the Halberd on the cabinet in the Save Room. Grab the Paper Weight, Ink Ribbon and Alfreds
Diary. Save your game and grab the Extinguisher from the Item Box. Return to the bunkroom,
snagging the Grenade Rounds.

Go into the double doors near the ladder, and head to the right side of the screen (Chris left) and
into the door. Its the place Claire and Steve busted out of. Head to the new ice rink and find the Valve
Handle. Take it and head back, avoiding the zombies who want to stop your fun. You may be attacked
by a parasite. Just let it do its thing. Eventually itll fall off.

Return to the frozen walkway and follow it around to the opposite door. Its the zombie cage room
that Claire encountered. Wax the three zombies here (Shotgun blasts to the head work nice), then
grab the Case and Shotgun Shells behind the cage. Head back to the Save Room and dump some
gear in the Item Box.

Then, return to the frozen room. Go to the destroyed walkway and hop down (press X) Is that a
gargantuan Spider under the ice? I think it is Walk across the gap and up, heading into the first
door on your right.

Obviously, our old friend Wesker is about. A spotter gets you just as you cross the threshold. Take out
the Hunter with your Shotgun and move through the double doors. Hit the blue button straight ahead to
raise a container of extinguisher. Use the Extinguisher next to it to fill your fire-fighter.

Find the elevator near the yellow barrels and take it down into the Weapon room. Extinguish the fire
blocking your path and move to the crate on the conveyor belt. Finallya Magnum! Save it. Do not
use it on any enemies yet. Head through the chain link doorway, wasting the zombie in your way
and find the detonator Claire stuck on the cabinet. Use the Lighter to blow the door open and grab
three boxes of Handgun Rounds.

Ride the elevator up and exit the double doors. Avoid the spotters and cruise to the gray door to Chris
left. Youre in an elevator. Head across the hall and through. Then enter the door immediately next to
where you entered. This is a Save Room. Use it if you need to.

Use the Valve Handle in the machine opposite the Item Box to crank the fuse on. Then go to the power
switch near the door and flip it. Collect the Blue Herb, two Green Herbs and the Handgun Rounds on
the desk. Theres an Ink Ribbon and Shotgun Shells here, too.
Exit the room and prepare for a zombie assault. Then snag the Blue Herb in the icy hallway and
move on. Wax another gaggle of undead and take the two Green Herbs. Then, move into the door
on the left.

Once inside, grab the ammo on the cabinet. Now, move around the statue and push it toward the
crack in the floor. The statue will drop through the weak floor and you can access the contents of
the urn.

Go down the red hallway, passing some biohazard suits until you reach the statue of a tiger. Grab the
Blue Eye of the tiger to reveal an 8-sided Socket. That will come in handy later in congress with the
Valve Handle. Replace the Blue eye and grab the red, revealing Magnum bullets. Return to the Save
Room and stash some items (the Valve Handle and Socket for sure).

Then go back to the red hall and enter the brown and gray sliding door. This leads to an elevator that
takes you down into a truly creepy chamber full of ants. Move forward to see the large column of ants.
Then grab the Wing Object near your feet.

Go down the left hallway, grabbing a Green Herb on your way in. Waste the zombies and head for the
desk, picking up the Research Report. Snag the Herbs near the small tabletop lamp, then track into
the other room, taking down the three zombies here. Flick on your Lighter to explore. Grab the two
boxes of Handgun ammo on the table. Take a look in the tube. It looks like the queen ant is dead.

Exit the room and go to the other side of the walkway, taking the Green Herb on your way in. Move
into the room and take a right. Quickly read Alexias Virus Research Report. Now, mount the stairs
and go to the small podium to the right. Look at the Paper Weight to get the correct sequence of
symbols. Rotate it clockwise and remember the order. Enter it into the computer. This will open a
drawer. Put the Paper Weight inside.

Cut-scene: the dead Alfred Ashford falls out of a tube, dead. Grab the Ring from his dead hand, then
Examine it. Keep the Blue stone. Head back up the elevator to the Save Room.

Exit the Save Room and take the door to the right. Through the door, turn right and head into the open
area, preparing for a Sweeper attack. Nail it with the Shotgun and proceed. Grab the Herbs next to the
double doors. Head around the pool and snag the Wing Object near the carousel. Splash into the pool
and pick up the third Wing Object next to the vase.
Return to the wooden double doors and go through. Boy, doesnt this look familiar! Go straight to
the stairs and up. Grab the Combat Knife from the upstairs walkway, then go back downstairs and
behind. As you check behind the stairs, youll discover Claire, plastered to the wall with a bunch of
yellow-green bio-spackle. Cut her free with the Combat Knife.

Chris and Claire Reunited

Cutscene: Claire and Chris are reunited! She tells him that Steve is still there, and they pledge to find
him before taking off. If she got poisoned in the fight with the Nosferatu, she will slump to the ground,
and Chris will race to find the Serum to save her.

Before anything, return to the Save Room and grab the Magnum and all of its ammo. Ditch the
Shotgun in the Item Box. Youll soon be playing as Claire.

Go back to the elevator on the right side of the courtyard path. Avoid the spotters on your way back
to the single door to the west. Go to the elevator near the barrels and down. Grab the Serum from
the shelves, then rush back to Claire.

Cutscene: Back in the mansion, Chris heals Claire. Alexia is afoot in the mansion, and shes got
Steve. She cackles from the balcony. Suddenly, as Claire and Chris mount the stairs, a giant tentacle
rips through the walkway, and Chris falls to the first floor. Steve screams from behind a door and
Claire rushes on to save him.

When the FMV concludes, Claire is in safe territory. Likely, shes in pretty bad shape. Heal her right
away, then take what the room has to offer: Handgun Shells, and Shotgun Shells. Then access the
Item Box. Remember that case that Chris picked up? Open it with the Lockpick and put the Magnum
Bullets inside back into the Item Box, for Chris later. Grab the Shotgun, two healing items and a
powerful weapon (Bow Gun with Explosive Arrows). Whatever you take will be unavailable to Chris,
so choose wisely.

Push the bookcase next to the Item Box toward the hallway. On the brackets on the wall, place the
Shotgun. A picture will slide up at the end of the hall, revealing Flame and regular Grenade Rounds.
When you have them, grab your Shotgun again.
Then exit through the left door. As you head down the hall, a Tentacle bursts through the wall and
cracks Claire upside the head. Make it retract with a few pops from the Handgun. Push the center
cabinet to get a quiver of Arrows. Cautiously, turn the corner and another tentacle pops through. Peck
at it until it leaves, then move the middle cabinet and grab the Grenade Rounds.

Go through the door at the end of the hall. Youre in a hallway of cells, with tons of zombies behind
them. Only one is open. Take it down, then climb the short staircase. Go into the open cell and grab
the Bow Gun Arrows. Then, take the Security File. Face the cannon and turn the wheel, bringing a
Glass Cannonball out of the barrel. As you run past the cannon, a stone slab will crash down from
above. The next parts tricky.

Get the slab to fall again, then as its raising, go into the center of its touchdown point and access
the Inventory. Choose the Ball, then back off. The slab will come down and smash it. Now repeat the
process to get the Inventory Card. Once its yours, the stone will cease slamming you.

Take the Inventory Card and go down the stairs, into the door on the same wall as the open cell.
Access the panel in the empty room, using your Card to open the gate. As you step through, the door
behind you locks. Walk all the way down the passage.

Cutscene: Steve is at the end of the path. Alexia has plans for him--shes going to do the same
experiment on him she did on her father. He begins to transform and finally morphs into quite a beast.
Chasing Claire with a halberd, Steve is a force to be reckoned with.

Boss Battle: Steve Monster


As soon as the cutscene concludes, do a quick turn and book, avoiding his swinging axe. If you get hit,
use a First Aid spray or Mixed Herb immediately. If he hits you twice in a row, youll be dead. Dont get
hit twice. When you near the door, the action will again become FMV.

Cutscene: Claire dives under the gate as it slams down. The Steve Monster continues to clang against
the gate, finally busting through. The monster shoots a long tentacle, wrapping Claire up. The monster
finally crashes through the gate, and just as it seems that Claire is toast, the old Steve comes through
and takes over the body, severing the tentacle. Steve transmogrifies into his original form and dies
in Claires arms, but not before saying I love you. Claire collapses in a heap. Cut to: the mansion.
Wesker wants a sample of the T-Veronica Virus, and he wants Alexia to give it up. Unfortunately,
the only sample left is inside her body. Shes not going to be cooperative. To prove her point, Alexia
transforms into a fiery mutant, scaring off Wesker. As she descends the stairs, she sees Chris and
approaches him.

Boss Battle: Alexia


As soon as the cutscene ends, load up that Magnum. Do not let Alexia touch you. If you do, you will
die. This battle is easier than you might expect. Shes slow and youre not and you have a Magnum.
Pop her three times right off the bat, then run to a new position and pepper her some more. Shell
need about five to seven hits from the Magnum to crumble. Avoid the red liquid she emits--it will soon
turn to fire. Shell also spit acid at you, so avoid that too.

When you are through with Alexia, take her Choker near the stairs and examine it, revealing a red
Jewel. Head up the stairs and place the two Jewels into the portrait on the landing. Looks like you
need one more. Go back downstairs and exit the mansion. As you try to leave, Alexia stirs. Looks
like she isnt done yet.

Return to the Save Room. Grab the Valve Handle and Socket, combining them to save room in
your Inventory. Go down the elevator across the hall and head into the dual elevator room. Take
the elevator in the east corner of the room. Use the Valve Handle on the water pipe, then take the
ladder down. Grab the Crane Key below. As you take the Key, a Sweeper busts through the glass.
Remove it from the world.

If you were poisoned by it, quickly return to the Save Room and heal the poison. Then return to the
two-elevator room and go through the single door. Follow the catwalk around into the control booth.
Use the crane key here. Look--its our old friend Nosferatu. As he is lifted from the water, something
falls from his body. You guessed it, the third jewel. But, wait! This Black Widow has finally decided to
make an appearance. This could get ugly.

Boss Battle: Giant Black Widow


Like the Steve Monster fight, the object here is not so much to win as to survive. You can kill the
Spider, but it is wiser not to. Jump off of the broken walkway down onto the ice, avoiding the Spiders
leg and puke attacks. Skirt the hole in the ice and grab Alexanders Pierce. Then, head back to the
door you came in and through.

Examine the Pierce in the next hallway to get the final jewel. Then, return to the Save Room and
save your game.
Return to the mansion. Mount the stairs and place the last jewel in the portrait at the top. The portrait
slides down to reveal a secret door. Move to the door opposite the marble bust and through. There is
a typewriter here. Grab the Shotgun Shells and First Aid Spray in the corner near the coat rack. From
the desk drawer, take the Sterile Room Key.

Now return to the frozen Save Room downstairs. Grab the items you need, then flip the red switch
to shut off the power. Return to the mansion and go to the double doors on the ground floor. Use
the Sterile Room Key, then discard it. Return to the red hall and locate the tiger statue. Take both
of the tigers eyes.

Go back to the secret door at the top of the stairs. Theres another zombie shindig going on. Take
them out and go to the green door to the south. Its an Ashford bedroom! Run to the statue next to
the wall and press X to open another secret passage. Hmmm. This all looks mighty familiar. Stop the
music box from playing by shutting the lid.

Complete the ant on top with the red Tigers Eye. The box will open again. Grab the Plate and head to
the other music box. Use the blue Tigers Eye and this one will open. Place the Plate inside. This will
cause the bed to descend. Mount the bed and climb the ladder.

In this portrait room, there are two Green Herbs, a box of Handgun Shells and an Ink Ribbon. Take
what you can carry, but leave room for the next item. Move to the large center table and take the
Dragonfly object from the ant farm. To save space, combine this object with the Wing Objects. Looks
like its missing a wing!

Vacate the bedrooms and return to the door behind the portrait. Instead of exiting, go through the door
on the left. Grab the Code:Veronica report on the computer console. Oooh, shocking. Take the Green
Herbs near the railing, then take the lift to the lower level.

Take Handgun Rounds between the capsules, then press the glowing blue button to raise the glass
case. Take the last Wing Object and combine it with the Dragonfly Object. Go back up the elevator
and head up the stairs.

Through the next door, youll find yourself in the hallway where Claire was attacked by the tentacles.
Return to the Item Box if need be, stocking up on ammo and health. Be sure to have some heavy
duty weapons--the Submachine Guns and Magnum for sure. Then, exit and go to the end of the hall,
going through the door to the cells.

Cutscene: Chris runs into the cellblock, then discovers that Claire is trapped. Chris cannot break
her from the cell. She is still broken up over the death of Steve and tells Chris that if he starts the
self-destruct sequence, the locks may be disabled. She slides a Security File under the door.

Examine the file (tilting it toward you as you would open it) and a Security Card comes out. Move all
the way down the hall and take the southwest stairs up. You should see the ant hill below you. Look at
the middle glass door. Theres the Linear Launcher. That will come in handy a bit later.

Go to Chris left and access the panel near the door. Its got an indentation of a dragonfly! Place your
Dragonfly Object there to unlock this door. Blast the zombie here, then mount the catwalk to your
left. Grab the Green Herb here if you need it. Then access the self-destruct control panel. When the
Release system prompts you, type in Veronica. Get it?

Cutscene: You know the drill. The locks are


released, the facilitys about to blow. Everything
glows red and theres a countdown.

Exit the control room.

Cutscene: Claire rejoins you and you are about


to leave when Alexia bars your path. She
comes sliding out of some tentacle slime chute
and looks nasty. Chris tells Claire to turn a
key and the two begin the process of charging
the Linear Launcher. Then, Chris tells Claire to
head for the VTOL. As she attempts to leave,
Alexia throws a stripe of fire in her path.

Shoot Alexia once. She will fall to her knees and transform yet again. Eeew.

Cutscene: Alexia morphs into her final form, a huge queen ant form, full of puss and bile. Mutants
dont age well, apparently.
Final Boss Battle: Alexia
This is the big one. Alexia will try to get you in four separate ways. She will slap at you with whipping
tentacles that come from the base of her body. She will throw fire and spit poison. Finally, she will
send out troops of parasites. They will either attack you outright or grow into tentacles that whip at
you from the ground.

This fight is surprisingly easy, if


youre properly strapped. To seri-
ously compete, make sure you
have a Magnum and another
heavy weapon (Grenade
Launcher, Bow Gun with Powder,
or the Sub Machine Guns). Three
full healing items will also help.

When the fight begins, empty


all of your Magnum rounds into
Alexia, making sure you keep
moving to avoid the stuff Alexia
throws at you. If you have more
than 15, you will already have
done major damage. When this is spent, move in with your second weapon and pump rounds into
her.

The best positions to be in this battle are between the ovipositor-like chutes that dispense tentacles
and parasites. You wont be entirely safe there, youll still have to be careful, but its better than being
right in front of a slashing tentacle.

The parasites can be annoying, but dont focus on them. Ultimately, they wont do enough damage
to warrant attention. Focus on Alexia and heal when needed and youll have no trouble winning
this fight.

When you have filled her full of every kind of ammo imaginable, shell be attacked by the pillar of ants
below. Stripped, shell leave her clunky bottom and begin to fly. Fortunately for you, this is the time
when the Linear Launcher becomes available.
Run to the wall and grab it, equipping it immediately. Then, press R to aim and L to zoom (like
the Sniper Rifle). One shot anywhere on her body will cause her to explode in a mist of blood.
Strangely enough, the easiest way to win this fight is also the quickest. Grab the weapon, equip
it, then immediately aim, zoom and shoot. You should get her in less than five seconds this way.
The Launcher has unlimited ammo, so keep blasting until she falls. Remember to heal if she sprays
you with fire.

Relax and watch the final cutscene. Its payback time! Congratulations, youve beaten the best
Resident Evil game yet. Now gear up for the Battle Game youve just unlocked.

Unlock the Battle Game by completing Code Veronica once.

Unlock Albert Wesker when you complete the Battle Game with Chris Redfield.

Get an A ranking with the two Claires, Steve, Chris and Wesker in the Battle Game to unlock the
Linear Launcher. Once you gain it, it will automatically appear in your inventory when you begin
the Battle Game again.

Go to the slot machine in the palace each time through the Battle Game (with the same character).
Usually, on the third try, a special journal will be there. It belongs to someone named D.I.J. Who
could that be?

Complete the main game of Code Veronica with an A Ranking to earn the Rocket Launcher.
To do this, you must not use First Aid Spray, not save your game, not retry, save Steve from the
Luger room quickly, give the Medicine to your jailer Rodrigo and finish in under four hours, thirty
minutes. Then, when you begin another game, the Launcher will be available from the first Item Box
you run across.

Unlock Steve in Battle Game by solving a puzzle in the main game. In the underground Save Room
in Chris walkthrough, complete the drawer puzzle in the corner. Grab the Gold Luger to unlock Mr.
Burnside.

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